- Best Edutainment Games
- Serious Games And Edutainment Applications Downloads
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- Gamification is the application of game-design elements and game principles in non-game contexts. 1 2 It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
- This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Best Edutainment Games
These video games are often referred to as “educational games” or “edutainment”. They are designed to teach or reinforce concepts and ideas in the context of a computer game. This means that kids can learn while they are having fun. Kids computer games often allow the child to interact with the characters in the game. Furthermore, three primary studies were book chapters from the book Serious Games and Edutainment Applications published in 2011 by Springer 22. Regarding the publication types, we have selected.
Serious Games and Edutainment Applications
Serious Games And Edutainment Applications Downloads
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Internet explorer 11 news. The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.
Serious Games And Edutainment Applications Download Free
Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.